How do you defend against this?

How about a house-rule that teleportation, transport via plants, and similar spells automatically dispel any non-permanent effects on any subject? Occasionally people could use this to auto-dispel unpleasant effects, but I think this would be fairly rare, and would be nicely counterbalanced by the inability of someone to do this trick.

Alternatively, what about a new spell, Dimensional Alarm? Fifth level, works 1 day/level, and gives the caster a tingly spider-sense 10 rounds before any teleportation magic is used within long range? Doesn't work in the middle of combat, due to distraction.

Daniel
 

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A thin sheet of lead will block scrying, and though it isn't in the rules a long standing D&D tradition has been that a bit of Gorgon's blood mixed with the mortar will make an area teleport and planar proof. Without these conventions, any kind of politics are virtually impossible, as everyone would know everyone else's plans, and assassinations would happen rapid fire.

This doesn't protect you completely, but it will at least give you a safe haven. I generally rule that these treatments affect the area, so no TP into the courtyard either. If you don't have these protections, castles make no sense in D&D. And I like castles.

Oh, and don't forget the dogs near the gates to alert you to the prescence of invisible creatures :).
 

A thin sheet of lead will block scrying, and though it isn't in the rules a long standing D&D tradition has been that a bit of Gorgon's blood mixed with the mortar will make an area teleport and planar proof. Without these conventions, any kind of politics are virtually impossible, as everyone would know everyone else's plans, and assassinations would happen rapid fire.

This doesn't protect you completely, but it will at least give you a safe haven. I generally rule that these treatments affect the area, so no TP into the courtyard either. If you don't have these protections, castles make no sense in D&D. And I like castles.

Oh, and don't forget the dogs near the gates to alert you to the prescence of invisible creatures :).
 

I agree that the scry-teleport combination is a bit of a glitch in the D&D rules. There's no perfect solution (although forbiddance is nice, there should be an option for a wizard).

Even amulets of nondetection aren't great, since they have a DC that can be beat and the scryer can try over and over again until it works.

My favorite overlooked spell for this is detect scrying. In 3.0 (if I recall correctly), it's 2nd level, lasts all day, has no material cost, and cannot fail. At some point when the wizard is willing to burn a 2nd-level slot every day, use this spell all the time and you'll get advance warning before this happens. I half assume that every wizard of mid-level (10th?) should have this running all the time.
 

dcollins said:
My favorite overlooked spell for this is detect scrying. In 3.0 (if I recall correctly), it's 2nd level, lasts all day, has no material cost, and cannot fail. At some point when the wizard is willing to burn a 2nd-level slot every day, use this spell all the time and you'll get advance warning before this happens. I half assume that every wizard of mid-level (10th?) should have this running all the time.

I thought this was 4th level, unless I'm thinking of a different divination spell that does the same thing. It lasted 24 hours, regardless of level.
 



Bodyguards. You need to have enough defenses around you that you can buy time to prepare for combat. People often jump to magical defenses as the best solution, but magic is very easy to foil with an antimagic field. Fighters with good weapons and armor are your best bet for fighting off an enemy attack of this type.
 



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